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Traditional and Digital Animation a Survey on Learner’s

preference and its implication on learning

Introduction:

For more than a century, animation has captivated audiences, and it has evolved rapidly as a result
of computer technology. Hand-drawn processes have given way to complex modeling, time-lapse
animation, and rendering. By photographing successive drawings, models, or even puppets, animation
creates the illusion of movement in a sequence. Since the human eye can only hold an image for about a
second. Once multiple images appear in rapid succession, the brain blends them into a single moving
image in a fraction of a second. (Mayer & Moreno, 2002)

Animation has come a long way from its beginnings to the sophisticated high-tech industry that it
has become today. From the early days of cell-based animation to stop-motion and finally all the way to
three dimensional cinematography, animation has come a long way.

However, before all of the advancements, hand-drawn animation or also known as traditional
animation was the primary method of animation for many decades. Hand-drawn scenes were drawn and
redrawn painstakingly frame by frame, cell by cell, before being photographed and displayed in rapid
succession. Walt Disney was at the forefront of this genre in the 1930s, when Steamboat Willie and Snow
White and the Seven Dwarfs were created. (Beesley, 2004)

A few styles of traditional animation require sketching on celluloid, a transparent sheet on which
things are drawn, as it does not utilize any digital tools but instead relies on physical materials and
activities. Plasticine is also used to create amazing animated pieces of characters or backdrops.
Stop-motion animation is used in this kind of animation, known as claymation.

Another type of traditional animation is flipbook animation, in which the pages of a small book of
illustrations are quickly turned over to give the impression that the images are moving. Cut-out animation
is another option. It is one of the earliest and most basic types of conventional animation, using sets and
objects made from paper, cards, or cloth. Then stop-motion techniques are used to film these props.
As a result of the growth of the new world of digital animation, there are now more digital
animators and fewer traditional animations being produced. It is the method used by digital animators to
generate animated images digitally. The broader term computer-generated imagery (CGI) includes both
static and dynamic images. Stop motion animation using 3D models and traditional animation techniques
using frame-by-frame animation of 2D illustrations are essentially replaced by digital animation. (Noor
Rohana Mansor et al, 2020)

Majority of the digital animation industry focuses on 3-D animation, with keyframing and motion
capture techniques being the industry standard. It includes all animation techniques that are performed
entirely on computers. Digital animation allows for the creation of both 2D and 3D animation. Digital
animators use both 2-D and 3-D digital animations to create dazzling imagery and special effects in
blockbuster films such as Frozen, Encanto, Hotel Transylvania, and others.

The ability to make high-quality animation with lesser problems is made possible by having a
variety of animation types. However, students may find it difficult to pursue digital animation as
compared to traditional animation, which takes much less time than the digital animation process due to
locals' ability to acquire the necessary equipment.

Therefore, the researchers conducted a study on Learner’s preference between Traditional and
Digital Animation in conducting a more efficient learning environment for ICT students of Biñan
Integrated National High School. Finding the students' preferences can greatly assist in nurturing their
talents as early as possible in their expertise.

Statement of the problem

The study was to determine the Learner’s preference between Traditional and Digital Animation
in conducting a more efficient learning environment for ICT students of Biñan Integrated National High
School Specifically, it answers the following questions:

1. What is the profile of the respondent in terms of:


1.1 Gender

1.2 Age

1.3 Grade Level


2. What is the respondents' preference between Traditional and Digital Animation?
3. How does their preference type of animation help them to have a more efficient learning of
animation?

Scope and Delimitation

The study was conducted at Biñan Integrated National Senior High School to identify the
learner’s preference and implication on learning in Traditional and Digital Animation. The study involved
selected ICT-Animation Students of the aforementioned school A.Y. 2022-2023.

Conceptual Framework

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